Movement
Apologies for not getting on with this project for a number of weeks. As I noted in my last post, things have been busy around here lately and the last few spell categories are not as easily dealt with as previous categories. To the spells:Levitate(2)
Vertical movement (horizontal only possible by other means). Duration = 6 turns + caster level. Range = 2"/caster level. Move = 6"/turn
Fly(3)
Both vertical and horizontal movement. Duration = 1d6 + caster level turns. Range = self Move = 12"/turn
Dimension Door (4)
Limited teleport. Duration = instant. Range = 1". Move = up to 36" with no chance of misjudging.
Teleport(5)
Instant transportation from place to place. Duration = instant. Move = any distance as long as the destination is known. Any uncertainty might result in death (teleport into a solid object). Range = self
Pass-Wall (5)
Opens a hole in solid rock. Duration = 3 turns. Range = 3"
Mechanics
There are two "types" of movement: axial (horizontal, vertical) which travels through various mediums (air, solid) and teleportation which instantly transports to a specific spot. This begs the question as to whether or not these should be two entirely different categories or the same category with two different base spells that share similar mechanics. Given that the latter allows for more mechanical variety (and thus more spell possibilities) I am going proceed with two different base spells.
Duration = 3 turns/6(1d6) turns + caster level or instantaneous
Speed = 6" per turn/12" per turn/36"/unlimited
Range = self/1"/3"/2" per caster level
Medium = Air/Liquid/Solid (not relevant for teleportation spells)
Axis = Vertical or Horizontal/ both Horizontal and Verticle (not relevant for teleportation spells)
Using these mechanical progressions works very well with teleportation spells, but runs into problems with axial spells. Given these progressions Fly is a 4th level spell and Levitate ends up being a 5th level spell. The primary culprits are range and the necessity to differentiate the vertical only movement of Levitate. If the base spell is 0 level and requires at least one level-up purchase, this gets Fly to 3rd level. In order to get Levitate back to a 2nd level spell, the ranges of 1" and 3" must be eliminated. This, however, puts Pass-Wall at a 4th level spell. Frankly, I don't mind so much, because it is essentially duplicating Dimension Door with a different special effect.
Base spell (teleportation): 1st level. Duration = instantaneous. Range = self. Teleport 6" with no chance of misjudging.
The following add one spell level:
Teleport 12" with no chance of misjudging
Range = 1"
The following add two spell levels:
Teleport 36" with no chance of misjudging
Range = 3"
The following add three spell levels:
Range = 2" per caster level
The following add four spell levels:
Teleport anywhere as long as destination is known. Any uncertainty might result in death.
Example spell Blink
2nd level spell. Duration = instantaneous. Range = 1" (+1 level). Teleport 6" with no chance of misjudging.
Base spell (axial): 0 level (must purchase at least one addition) Duration = 3 turns. Speed = 6". Range =self. Medium = Air. Axis = Vertical or Horizontal
The following add one spell level:
Duration = 1d6 + caster level turns
Speed = 12"
Range = 2" per caster level
Medium = Liquid
Axis = Both Horizontal and Vertical
The following add two spell levels:
Speed = 36"
Medium = Solid
Example spell Dolphin Steed
3rd level spell. Duration = 1d6 + caster level turns (+1 level). Speed = 12" (+1 level). Range = self. Medium = Liquid (+1 level). Axis = Horizontal
Speed = 6" per turn/12" per turn/36"/unlimited
Range = self/1"/3"/2" per caster level
Medium = Air/Liquid/Solid (not relevant for teleportation spells)
Axis = Vertical or Horizontal/ both Horizontal and Verticle (not relevant for teleportation spells)
Using these mechanical progressions works very well with teleportation spells, but runs into problems with axial spells. Given these progressions Fly is a 4th level spell and Levitate ends up being a 5th level spell. The primary culprits are range and the necessity to differentiate the vertical only movement of Levitate. If the base spell is 0 level and requires at least one level-up purchase, this gets Fly to 3rd level. In order to get Levitate back to a 2nd level spell, the ranges of 1" and 3" must be eliminated. This, however, puts Pass-Wall at a 4th level spell. Frankly, I don't mind so much, because it is essentially duplicating Dimension Door with a different special effect.
Base spell (teleportation): 1st level. Duration = instantaneous. Range = self. Teleport 6" with no chance of misjudging.
The following add one spell level:
Teleport 12" with no chance of misjudging
Range = 1"
The following add two spell levels:
Teleport 36" with no chance of misjudging
Range = 3"
The following add three spell levels:
Range = 2" per caster level
The following add four spell levels:
Teleport anywhere as long as destination is known. Any uncertainty might result in death.
Example spell Blink
2nd level spell. Duration = instantaneous. Range = 1" (+1 level). Teleport 6" with no chance of misjudging.
Base spell (axial): 0 level (must purchase at least one addition) Duration = 3 turns. Speed = 6". Range =self. Medium = Air. Axis = Vertical or Horizontal
The following add one spell level:
Duration = 1d6 + caster level turns
Speed = 12"
Range = 2" per caster level
Medium = Liquid
Axis = Both Horizontal and Vertical
The following add two spell levels:
Speed = 36"
Medium = Solid
Example spell Dolphin Steed
3rd level spell. Duration = 1d6 + caster level turns (+1 level). Speed = 12" (+1 level). Range = self. Medium = Liquid (+1 level). Axis = Horizontal
1 comment:
Kudos for picking this up again. Looks to be a great resource for spell research and world customization, once complete.
Post a Comment